David Megginson writes: > > 2. I used callbacks to prevent empty object branches from being > > culled. Perhaps a placeholder with a dummy bounding sphere would be > > better, since we'd still get FOV culling, but this will need more > > work. > > I'll look more closely at this one.
Yes, that was it. I made the changes, and now here are my results for sitting still at the default location in daylight: With dynamic objects: 41fps Without dynamic objects: 41-42fps Here's a fairer test, since more scenery is visible and triangles are coming in and out of dynamic-object range: 1500ft AGL, 120kt in magic-carpet mode starting over the default location: With dynamic objects: 38-39fps Without dynamic objects: 38-39fps (I cranked it up to 240kt and 360kt with no noticable framerate hit for dynamic objects, though there was a stutter when a new tile loaded [I always get that]). I simply extended ssgEntity with a singleton class and provided my own bounding-sphere method that always returns a sphere of 10m radius centred at 0,0,0. That still allows culling to the Frustum, but ensures that the in-range and out-of-range are still visited. I will check in the changes now, and would appreciate it if everyone could give them another good workout (thanks to Norm, Curt, and Erik for your feedback on the last take). All the best, David -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
